/*
 * Copyright (c) 2006, Second Life Reverse Engineering Team
 * All rights reserved.
 *
 * - Redistribution and use in source and binary forms, with or without
 *   modification, are permitted provided that the following conditions are met:
 *
 * - Redistributions of source code must retain the above copyright notice, this
 *   list of conditions and the following disclaimer.
 * - Neither the name of the Second Life Reverse Engineering Team nor the names
 *   of its contributors may be used to endorse or promote products derived from
 *   this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 */

float4x4 WorldViewProj : WORLDVIEWPROJECTION;

struct VS_OUTPUT
{
    float4 position : POSITION;
    float4 color : COLOR0;
};

VS_OUTPUT Transform(
    float4 Pos : POSITION, 
    float4 Color : COLOR0)
{
    VS_OUTPUT Out = (VS_OUTPUT)0;

    Out.position = mul(Pos, WorldViewProj);
    Out.color = Color;

    return Out;
}

void Color(inout float4 color : COLOR0)
{
}

technique TransformTechnique
{
    pass P0
    {
        vertexShader = compile vs_2_0 Transform();
        pixelShader = compile ps_2_0 Color();
    }
}
